Card Advantage (1)

Defense (1)

Ramp (1)

Strategy (1)

Tutors (1)

Commander (1)

Commander: Yuriko, the Tiger's Shadow

Maybeboard

Card Advantage Considerations (1)

Ramp Considerations (1)

Strategy Considerations (1)

Win Cons Considerations (1)

Defense Considerations (1)

Tutors Considerations (1)

Land Considerations (1)


Made as a reminder and point of reference for myself and others when building EDH decks. This was made using references, small amounts of research, and a little bit of experience. Much of the description is an amalgamation of different sources.
Please use a copy of this if you feel the categories will help in your deckbuilding.
Everything currently within the deck is there as an example, and should be removed based on what you want in your deck. Feel free to add or remove categories as you choose.
It should be noted that this is only a point of reference for building decks, different decks require different priorities.

Deck Categories

These categories will help to split the deck up into separate sections. Each category also has a consideration category for those cards you aren't sure about.
Strategy - Cards that follow the decks theme, gimmick, or game plan and are not primarily used in the other categories.
Defense - Cards that prevent other players from stopping your game plan or cards that stop their game plan.
Ramp - Cards that put you ahead of the mana curve and give more mana to work with. For example, mana rocks like Sol Ring, mana dorks like Llanowar Elves, or ramping spells like cultivate.
Tutors - Cards intended to primarily search for cards in the deck that aid you in your game plan (this category does not count cards that search for lands).
Card Advantage - Cards that that give you effectively more cards than the other players in some way.
Land - Cards that are the land card type.
Win Cons - Cards that the deck needs in order to win the game, usually the strongest few cards in the deck. It should be kept in mind that the best decks always have more than one way to win, therefore it is always good to backup cards for the occasion.

Process of Deck Creation

  1. Find the Win Cons
    • A deck should first prioritize its main goal of winning over everything else.
      Types of win cons should be prioritized in this order:
      • Alternate win conditions (i.e. effects that say “you win the game”)
      • Dealing damage to opponents
      • Forcing opponents to draw with empty libraries
      • Dealing combat damage to opponents
      • Effects that cause a player to lose the game
  2. Find Resources to Achieve Win Cons
    • Card advantage, tutoring, and strategy necessary to achieve a win.
  3. Find Resources to Protect the Deck
    • Removal, counterspells, and prevention cards to make sure the deck strategy and win cons can achieve victory.
  4. Find Resources to Power the Deck
    • Mana generation and cards that ensure the deck can work smoothly.

Recommendations When Constructing a Deck

When building, you generally want this rule of thumb:

  • Decks should generally be considered to be fun to play/play against within your play group (communication is key)
  • Cards that synergize with the strategy should be prioritized
  • Decks should have multiple ways to win
  • Cards with versatility are always better than cards that aren't
  • The more reusable the card the better
  • Decks should be interactive with other players
  • You shouldn't try to make decks that do excessive effects to the point of slowing a game down
  • Redundancy is good to have among your strategy cards
  • Spells that protect your commander are very important if the deck solely revolves around them. (Such as Voltron decks)
  • ~3 - 5 Board wipes (cards that empty the entirely board of certain cards)
  • ~5 - 8 Cheap Targeted Removal (cards that get rid of an opponent's permanent)
  • ~1 - 2 Graveyard Hate (cards that exile a graveyard or make it inaccessible)
  • ~10 or more Ramp spells
  • ~2-3 Tutors
  • ~10 Card Advantage spells
  • ~36-38 Land (subject to change based on deck archetype and amount of colors being used) (generally, the more colors you have, the more land you need)
  • 1-3 Win Cons (one being a primary competitive win con, while the others are more casual or alternative)

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Date added 3 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

3 - 0 Rares

3 - 0 Uncommons

2 - 0 Commons

Cards 13
Avg. CMC 3.57
Folders Mr_Wardino's EDH Shenanigans
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